• Title/Summary/Keyword: Creative learning

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The Effect of Program for the Gifted based on GI-STEAM model on Leadership, Creative personality, and Learning flow of Elementary Gifted Students (GI-STEAM 모형에 기반한 영재 프로그램이 초등영재의 리더십과 창의적 인성, 학습몰입에 미치는 영향)

  • Hong, Jeong-Hee;Yoo, Mi-Hyun
    • Journal of Gifted/Talented Education
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    • v.26 no.1
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    • pp.77-99
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    • 2016
  • The purpose of this study was to examine the effect of GI-STEAM program on leadership, creative personality, and learning flow of elementary Gifted Students. GI-STEAM program was the convergence model of Group Investigation that belongs to Co-learning and STEAM framework of learning criterion. The participants were 16 gifted students in a Korean elementary school located in Gyeong-gi province. The experimental design was one group pretest-posttest design. After a pretest on leadership, creative personality, and learning flow was conducted, classes were carried out as GI-STEAM program for the gifted student and a post-test was conducted. The study results of the class that was conducted twelve times for two weeks are as follows. First, Individual area of leadership is meaningfully developed in statistics after GI-STEAM program. The sub-domains of leadership, such as the communication, organization management, society commitment and teamwork showed a statistically significant improvement. Second, the domain of creative personality didn't show meaningful difference after GI-STEAM program. However, the aesthetic in the sub-domains of the creative personality showed a statistically significant improvement. Third, learning flow was meaningfully developed in statistics after GI-STEAM program. The sub-domains of the leadership, such as the balance between challenge and ability, integration with behavior and consciousness, concrete feedback and Autotelic experience showed a statistically significant improvement. In conclusion, GI-STEAM is an effective program for improving ability of communication, aesthetic sensibility, which are core competency of 'creative-convergence' gifted students. For this reason, it is highly considered that various programs applying GI-STEAM should be developed.

The Effects on Students' Leaning Types through the Creative Problem Solving Teaching Model in Elementary Science Class (초등과학에서 창의적 문제 해결 수업 적용에 따른 학습자 유형에 대한 효과)

  • Choi, Sun-Young;Kim, Ji-In
    • Journal of Korean Elementary Science Education
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    • v.30 no.4
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    • pp.615-623
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    • 2011
  • The purpose of this study was to analyse of the effects on students' leaning types through the Creative Problem Solving Teaching Model in elementary science class. The results of this study were as follows; 1. experimental group in creative problem solving, scientific inquiry skills and academic achievement was higher than control group which was statistically significant (p<.05). 2. for the students' learning type the experimental group was distributed to accommodators (35.7%), divergers (25.0%), convergers (25.0%) and assimilators (14.3%). 3. after the program treatment, assimilator type group students in creative problem solving were higher than other type group students. 4. diverger and assimilator group students in academic achievement, diverger group students in scientific inquiry skills, and accommodator group students in scientific attitude were higher than other groups.

MCY-Mentoring Activities by Creating and Communicating Mathematical Objects

  • Cho, Han-Hyuk;Lee, Ji-Yoon;Shin, Dong-Jo;Woo, Ahn-Sung
    • Research in Mathematical Education
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    • v.15 no.2
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    • pp.141-158
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    • 2011
  • In recent years, an increasing number of viewpoints hold that students should be engaged in a learning environment where understanding and knowledge transfer take place. This study introduces Mathematics Created by You (MCY)-mentoring program, which allows students to construct artefacts that are required to learn. This program is online-based and so can be shared by several people and mathematics leaning takes place through interactions within this carefully designed environment. Also, MCY intends to provide students a series of sequential activities related to creative play, creative learning and creative inquiry based on a Constructive and interactive environment. Furthermore, a creative activity- constructing a creative product using building blocks- was presented as an example. Finally, we investigate the pedagogical implications and suggest directions for the further development.

A Study on the Effect of Creativity Education Program on Creative Self-Efficacy of Engineering College Students (창의성 교육 프로그램이 공학계열 대학생들의 창의적 자기효능감에 미치는 영향에 관한 연구)

  • Shin, Jongho
    • Journal of Engineering Education Research
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    • v.25 no.5
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    • pp.3-11
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    • 2022
  • The effects and factors of the creativity education program on the creative self-efficacy of engineering college students were analyzed. As a result of the analysis, the creative self-efficacy of students who took the creativity education program was improved, and the effect was statistically significant. The learning contents factors affecting the improvement of creative self-efficacy was 'creativity development attribute and creative attitude' and the learning activity factor was 'taking theoretical lectures' about creativity.

A Basic Course of Creative Mechanical Engineering Design Emphasizing Experience Based Learning (체험학습기반의 기초 창의공학설계 교육 및 운영)

  • Lee, Jong-Soo;Min, Byung-Kwon;Yoon, Woong-Sup;Hahn, Jae-Won;Jung, Hyo-Il
    • Journal of Engineering Education Research
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    • v.11 no.2
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    • pp.32-41
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    • 2008
  • The paper deals with the introduction of creative engineering design education in School of Mechanical Engineering, Yonsei University. The course is referred to as Creative Mechanical Engineering Design (1) for 2nd-year undergraduates who newly enter a major in mechanical engineering. This course emphasizes creative thinking and practical experiences to students by learning engineering design skills, realizing their idea through problem based learning (PBL) and design project and recognizing actual results of a product. The paper describes course contents, and discusses students’ responses to lecture, PBL and design projects.

Effects of Development Environmental Club Programs for Creative Experiential Learning Activity (창의적 체험활동을 위한 환경동아리 프로그램 개발 및 적용 효과)

  • Lee, Sang-Gyun
    • Journal of the Korean Society of Earth Science Education
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    • v.5 no.1
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    • pp.114-123
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    • 2012
  • This study investigates the effect of environmental club activities of the creative experiential learning activities on the improvement of students' Environmental Literacy and Pro-environmental Behavior. For that purpose, This study divided 24 students at Jinhae U Elementary School into test groups of 12 students and Control groups of 12 students. Test groups participated in the 'GomGomi' environmental Club for sixteen times from March 2011 to December 2011. Conclusions of this study include; First, we found that the environmental club activities is effective to improve the students' environmental Literacy overall. Specifically, the Environmental Club Activities was effective in the sub-catagories of environmental Literacy such as 'rights of nature' and 'eco-crisis'. However, there was no significant change in the sub-category of 'human exemptionalism' Second, we found that the environmental club activities is effective to improve students' pro-environmental behavior overall. Specifically, the environmental club activities was effective in the sub-domains of Pro-environmental Behavior such as 'cognitive domain' and 'affective domain'. However, there was no significant change in the sub-domains of 'behavioral domain'. Summary, the environmental club activities was shown to be effective for improving their environmental literacy and pro-environmental behavior; This study implies that the environmental club activities of the creative experiential learning activities would be a effective tool to help students to improve their environmental literacy and pro-environmental behavior.

Contents Development Strategies for Field Trips with Creative Activities Using Smart Devices (창의적 체험활동을 위한 스마트 기기용 콘텐츠 개발 전략)

  • Kim, Hong-Rae;Lim, Byeong-Choon
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.139-146
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    • 2011
  • The present study proposes an innovative approach to develop educational contents for the field trip with creative activities. In the study, the field trip with creative activities extends students' learning spaces from not only the classroom but also social circumstances. With the use of the Creative Resource Map (CRM) for students' field trip, students can approach to rich contents whenever and wherever they want. For this, it is necessary to have a variety of curriculum-related contents. For the content development, it is important to enhance mutual cooperation between school and local community as well as to create local capacity for the development of the u-learning contents with smart devices.

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Creative Programming Learning with Scratch for Enhancing Computational Thinking (계산적 사고 향상을 위한 창의적 스크래치 프로그래밍 학습)

  • Lee, Eunkyoung
    • The Journal of Korean Association of Computer Education
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    • v.16 no.1
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    • pp.1-9
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    • 2013
  • Computational thinking has been recently highlighted as an essential ability of the 21st Century so that many educational efforts have focused on broadening participation in computing and promoting computational thinking in K-12 settings. This paper describes the impact of creative learning activities with the Scratch on middle school students' computational thinking and creative potential. The learning activities were designed and implemented in 12 sessions with 34 middle school students. The pre and post creative potential assessment results show that students' creative personality and ideational behavior were significantly enhanced. Also, project portfolio analysis shows that students came to understand several computational concepts that are useful in a wide range of programming contexts: sequences, loops, conditionals, events, and operators.

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Relationship among necessity, importance of creative teaching methods, and strengthening core competencies

  • Choi, Hye-Jung;Park, Jung-Hyun;Kim, Min-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.169-176
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    • 2022
  • This study was conducted to find out the relationship between the perception of the necessity and importance of creative teaching methods and core competencies in universities. A total of 142 people who voluntarily agreed to participate in the study were selected and surveyed using the Naver online questionnaire. It was found that the necessity and importance of creative teaching methods was related to the sub-factors of core competencies such as practical field competency, problem-solving competency, convergence competency, communication competency, job ethics, community consciousness. University education should actively introduce and apply creative teaching methods such as action learning and PBL, focusing on improving core competencies, which are actual abilities to be performed in the field.

The Effects of Jigsaw Cooperative Learning Class on 'Change of Season' Unit of Elementary Students on Task Commitment and Creative Personality (초등학생들의 '계절의 변화' 단원에 대한 Jigsaw 협동학습이 과제집착력 및 창의적 인성에 미치는 효과)

  • Lee, Yong-seob
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.2
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    • pp.186-195
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    • 2020
  • The purpose of this study is to investigate the effect of jigsaw cooperative learning strategy on elementary students' task commitment and creative personality. This study utilized experimental method of comparing the effect of jigsaw strategy between treatment and comparative group. Twenty four 6th grade students in treatment group experienced the jigsaw cooperative learning for twelve-weeks during 2019 school year whereas students in comparetive group did not. Task commitment and creative personality test result were collected from both groups as main data sources and mixed-method was used to analyze the data. The results of the study were as follows. First, the treatment group students' task commitment score was significantly higher than comparative group of students' score(p<.05). Second, the treatment group students' creative personality efficacy score was significantly higher than comparative group students' (p<.05). Third, students who experienced the jigsaw cooperative learning-based science lesson had positive perceptions about the lesson.